Correct, individual fighter have FAR too much firepower imo. And that is coming from a diehard Hydran fan.storeylf wrote:I read what he said, which wasn't whether a single fighter could penetrate shields. 30ish damage is signifcant damage to a cruiser, even if it was just to shields that is still significant to a cruiser.Mike wrote:Storeylf: This quote was from DKeith2011. He was the one who said a single fighter significantly damaging a capital ship is ridiculous.
Whether he meant it or not I don't know, but I didn't read it as a single fighter with nothing else to help it. I read it as a complaint that the fact that a single fighter could do that sort of damage was ridiculous, even if it is in combination with other stuff (fighters or ships). It made a single figher a significant threat, as opposed to other games where they had to be in numbers before they were a threat. In other space combat systems you can afford to leave the last fighter alone whilst engaging the main ships, in SFB that single remaining fighter can do significant damage to a cruiser so remains a high priority target.
Also correct, this is an issue I have approached with various house rules for years but never really solved.storeylf wrote:Certainly a fighter on its own is going no where against something undamaged shooting back. Though I would say that highlights another disconnect for me and the way SFB fighters worked, the amount of damage they could take. There were very few fighters that the supposedly awesome photon could actually kill without overloading, as I remember there were some fighters that wouldn't even be crippled by a photon. Against a ship the phton could take out a chunk of power and several weapons, against a fighter it just chips the paintwork!Steve Cole wrote:Well, they could do that if the cruiser wasn't trying to do anything about it. If the cruiser tries any defenses at all, it gets icky for the fighters. In SFB, fighters die in droves.
The best result was from a rule that required a die roll every time a fighter took damage. Roll equal to or greater than the cumulative total of damage taken and the fighter functions normally, roll under that number and the fighter drops out of combat due to unspecified technical difficulties.
Don't have my books handy atm so I cant really comment.storeylf wrote:Most cruisers fall somewhere around 150 pts, I don't know about some of the SFB fighters, but 12 stingers don't out BPV a cruiser in Fed Com by any stretch, and they are in the list of really high damage output ones that I remember.Steve Cole wrote:Sure, 12 fighters can overwhelm a cruiser, but 12 fighters out-BPV a cruiser too.
This is my major gripe with SFB/FC fighters. The ship mounted versions of some of these weapons are undoubtedly physically larger than the fighter in question.storeylf wrote:Of course it's not obvious that they should be the same drone. There's no reason that a full size ship could not be shooting larger more poweful anti ship missiles than a fighter could possibly carry.Steve Cole wrote:You could argue that fighter phasers should be less powerful than ship phasers, but you cannot argue that a fighter drone is any less powerful than a ship drone. They're the same drone, and it's obvious tht they should be the same drone. So, to keep things in balance, we scale the other weapons to that balance.
Fighters, and by extension their weapons, are small. Referencing Babylon 5 Wars again, even the largest fighters had few weapons as large and powerful as something a ship would use as a point-defense weapon.
Think of it this way; a single bee sting is annoying but being stung by the whole swarm is life threatening.
I seriously doubt any major revisions to SFB/FC fighters are going to happen any time soon, but some BoM rules might be an option.storeylf wrote:That's not to say that any of the above is wrong or anything, it was clear back when I played SFB in the 80s that it was trying to be some sort of cold war carrier action in space. Indeed, in some ways it was interesting to see space combat get away from the swarms of fast fighters that are a bit of a stereotype. The balance between weapons etc was nothing to do with why I didn't like fighters, which was because A) Carrier actions were as fiddly/time comsuming as hell and B) Carrier warfare was just not Trek.
That said, I'm always into testing anything, and playing around with the range 8 direct fire drones rules was certainly interesting in highlighting how 'weak' a fighter with range 8 drones is (direct fire or not). Even though many were worried about how overpowering the direct fire part could make them. I'm definately interested in testing any other fighter rules you may come up with (and I'm sure at least one other of my opponents is as well).


